- each entity may now have one light attached to it, which essentially means that whenever that entity is moved, the light moves with it
- a backdrop can either be lit by the in-game lights, or have its own set of lights
- both entity and backdrop specific lights can be defined within the XML using [...]
Archive for the 'system' Category
“light” changes
April 17, 2008enException handling
April 15, 2008- added new class, enException, which is used for exception handling
- change XML light schema to allow both offset and positional modes at the same time
- minor bug fixes
editor and font changes
April 1, 2008- changed the enButton default texture, as well as created a new constructor which accepts a custom texture filename
- added a “new map” button to the editor screen which clears out the current map (and increases g_saveLevelCount)
- modified the test mode for trying maps to include a “caution” border, and the ability to go back [...]
editor changes and buttons
March 26, 2008- created a new GUI component, enButton, which consists of an enActor and an enLabel
- added a bottom menu bar to the editor screen (home, test, save, quit)
- added the ability to test a saved map from the editor screen (initiates “test map” mode)
- minor bug and memory leak fixes including an issue dealing with [...]
random(low,high), GameItemBox
March 9, 2008- added the ability to use the keyword random(low number, high number) as a value for any xml number attribute
- for player controlled entities, modified the texture flipping mechanism
- GameItemBox has been fixed to work properly with the xml level structure (given a separate child under its entity root)
- GameItemBox can spawn any type of [...]
editor changes and vsync modification
February 25, 2008- entity positioning in the editor’s entity chooser window no longer relies on x and y coordinates from the editor.xml file; positions are chosen based on a first-come first-serve basis, based on the size of the chooser window
- modified some strings with regards to the output of console messages
- added new console variable s_verticalSync which [...]
entityBattle
August 24, 2007- made some modifications to the console, and cleaning up of old states
- I’ve forked the main code line, entityengine, creating a new project called entityBattle which is a Super Mario 1 on 1 game
- entityBattle is a simple game where you must step on your opponent’s head to kill them; the player with the [...]
multicoloured labels
July 11, 2007- added the ability to create multicoloured labels, with different parts of the text rendering in different colours through the use of tags (e.g. {041122} represents 04 red, 11 blue, and 22 green)
- colours can also be specified through use of tag constants, such as {DEFAULT}, {ERROR}, {RED}, {AQUAMARINE}
lighting engine
July 6, 2007- modified the engine to allow multiple lights per level, each having their own colour, intensity, and movement
- shadows are cast dynamically from each object for each light
- lighting is still entity-based (the entire entity is coloured and lit)
- added new console variable, s_lightShadowFactor, which sets how large the shadow offset is
- fixed a bug [...]
shadows, enLight, console variables
July 4, 2007- added a new class, enLight
- added two techniques to render shadows on all entities, one that depends on the position of the light, and one that simply renders a shadow that is an offset of the actor’s position
- added four new console variables which control the rendering of shadows: r_drawActorShadows, r_drawActorMovingShadows, r_drawActorSolidShadows, r_drawActorSolidMovingShadows
- [...]